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  NullReferenceException for ObiRopeCursorEditor.cs (Unable to use any form of rope)
Posted by: glish - 04-04-2019, 05:57 AM - Forum: Obi Rope - No Replies

Hey guys, so out of no where (I hadn't changed any scripts to my knowledge), my obirope seems to have broken. I'm currently using a slight variation of the GrapplingHook.cs script and for whatever reason, it just started giving these errors on play:
[Image: 2khoh5.png]

Line 46 in ObiRopeCursorEditor.cs is:

Code:
Vector3 pos1 = rope.GetParticlePosition(distanceBatch.springIndices[constraint*2]);
in the OnSceneGUI() function

To reproduce this, I opened a new project and imported ObiRope, then created two cubes. On one, I put the GrapplingHook.cs script and the other an ObiCollider and ObiRigidbody.

After pressing play, the GrapplingHook cube will turn into this strange icon and the first error listed above will begin being listed. Then, if you click on the other cube, the rest of the errors begin spewing out.
[Image: adzzts.png]
The above image used to be a default 3D cube, but turns to that upon pressing play.


This also happened in the GrapplingHook sample scene. Does anyone have an idea as to why that might be happening? I was using the rope with no issues for quite a while, and earlier it seemed to just decide to no longer cooperate lol.

Any help is appreciated as this is a pretty big aspect of my project.

EDIT:
By the way, I'm on Unity 2018.3.10f1 and the latest version of ObiRope from the asset store

EDIT2:
Something very strange is going on with ObiRope for me. I've tried using at least 5 different versions of Unity, I've deleted the Obi folder and redownloaded it into new projects, and all of them are broken. It seems that even adding the default ObiRope from the 3D Object menu doesn't work and just produces the same set of lines as the image above.

Also, strangely, in the sample GrapplingHook scene, if you first fire the rope in Play mode and then move to Scene mode, there will be no errors, but if you switch directly to scene mode and click on the object with the grappling hook script, the errors begin being listed.

EDIT3: So I took a super old copy of Obi from an old project and attempted using that, I got a new nullreferenceerror in obirope.cs. I noticed that for some reason, the ropes aren't being initialized on play, so I did some testing and tried calling rope.Initialize() (I made it accessible in ObiRope.cs) in the GrapplingHook.cs awake function, and surprisingly it worked. No more errors. Still doesn't make much sense to me though.

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  Compile errors => What Unity version to use ?
Posted by: GameKitten - 03-04-2019, 05:24 AM - Forum: Obi Softbody - Replies (5)

Hi,

Purchased the plugin yesterday, tried with unity 2018.1.0 and the latest 2018.3.11f1.

Same errors.


Doing menu > obi > about > install doesnt fix the errors.


What version of unity must i use ? on the asset store it says "Package has been submitted using Unity 2018.1.0."


Also in the 2018.3.11f1 i can press play and it works, and on the other version it says all compiler errors must be fixed.



[Image: obi_errors.png]

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  How to add objects along rope without them affecting the rope
Posted by: yyy-2c2p - 02-04-2019, 09:57 PM - Forum: Obi Rope - Replies (2)

Is there a way to add objects along the rope, similar to how the start and end prefabs work? I don't want to use pin contraints because the attached object would have an effect on the rope.
I need to do this programmatically because I have ropes that change size. Is this at all possible?

Thank you.

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  Support for PolygonCollider2D?
Posted by: PuppyPuppyPuppy - 01-04-2019, 06:29 PM - Forum: Obi Softbody - Replies (2)

I was wondering if there are plans at some point to include support for PolygonCollider 2D.  The documentation says that this is the only type of collider not currently supported.  It would be useful in 2D projects, especially with the attention Unity is giving with things like SpriteShapes (which currently use either edge colliders or poly 2D colliders).

Thanks!

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  How to use gravity
Posted by: Richard - 01-04-2019, 01:04 PM - Forum: Obi Cloth - Replies (1)

I would like to use gravity on script. How can I enable gravity on script?

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  softbody not deformed
Posted by: songsongsong - 31-03-2019, 02:51 PM - Forum: Obi Softbody - No Replies

i have put softbody on several models.
most models are working.
however this model is not woking.  the "particle renderer‘ indicators are displayed as expected. however  the real mesh not deformed as those particle renderer.
[attachment=310]
this is deformed photo.  only particle renderer deformed, the model not deformed

[attachment=311]
this is no-deformed photo.

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  Can softbody tear up like cloth or rope?
Posted by: NoodleSwag - 30-03-2019, 10:49 AM - Forum: Obi Softbody - Replies (1)

Hi Devs,


Is there currently a feature for this? Since its already implemented on Obi Cloth and Obi Rope?


Thanks

NSwag

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  Pseudo-2d capacity from video
Posted by: Tyler_Fox - 29-03-2019, 08:59 PM - Forum: Obi Fluid - Replies (1)

Hello. In the demo video (https://www.youtube.com/watch?v=0DF5IBvvKKE) at 0:21 I saw a container with a side view. How can I do it in Unity? As well as partitions in it

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  Other constraints than shape matching
Posted by: RandomWaterbird - 29-03-2019, 03:41 PM - Forum: Obi Softbody - Replies (1)

Hi,

I'm trying to understand how other constraints work. I've tried ticking the distance and volume checkboxes in the solver component, and then adding distance and volume constraint behaviors to my soft body. Yet, when running the simulation, the whole object collapses.

Maybe I don't understand these constraints properly? The only constraint that seems to work is shape matching. This is also the only constraint that has samples.

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  ObiParticleRenderer
Posted by: mimarilker - 29-03-2019, 01:38 PM - Forum: Obi Fluid - Replies (10)

Hi,

Is it possible to duplicate particles in visual without increasing the actual numbers of particles? Then I can use ObiParticleRenderer instead of Unity Native Particle System which cannot visualize viscosity, vorticity, pressure etc.

If this is not possible is there a way to utilize Unity Native Particle System to render not speed only but also the other parameters as I mentioned (viscosity, density, vorticity etc.).

Last, your support and the asset are amazing and you the people reading this post, don't think even for one second before buying this excellent asset!

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